DO WANT :)

More sensibly, this seems like it would be a cool thing for other games.  It
would allow for a much more manageable system of access control than just
passwords.  For example, I could see server admin plugins making use of this
information to give members of community groups priority access to game
severs; at the moment this can only be easily done on an id-by-id basis.

> -----Original Message-----
> From: [EMAIL PROTECTED] [mailto:hlds-
> [EMAIL PROTECTED] On Behalf Of Erik Johnson
> Sent: 10 November 2008 19:36
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Status
> 
> In what we're building, this should be pretty straight-forward.
> 
> Our thinking is that you'll tie a Steam group directly to your game
> server, and then allowing people inside of that group to browse and
> connect to it. The server would be able to pull people from this
> method, and from matchmaking at the same time.
> 
> 
> 
> -----Original Message-----
> From: [EMAIL PROTECTED] [mailto:hlds-
> [EMAIL PROTECTED] On Behalf Of Alex Smith
> Sent: Monday, November 10, 2008 11:20 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Status
> 
> Would it be possible to add a feature, so that we could select our own
> server in the match making system?  Rather than using someone else's
> server.
> That way some of us that like matchmaking can still use the matchmaking
> system with our own server.
> 
> 
> 
> The sv_search_key feature is already in place.  Why not add an option
> to the
> matchmaking lobby, so the lobby leader can select a server based on its
> sv_search_key setting.
> 
> 
> 
> That alone would give me a lot more incentive to keep my dedicated
> servers
> up after the game is released.  Its nice to be able to use our own
> servers.
> 
> 
> On Mon, Nov 10, 2008 at 2:08 PM, Erik Johnson
> <[EMAIL PROTECTED]>wrote:
> 
> > First off, thanks to everyone for running servers for the demo. We
> knew
> > going into the release that we were going to need to figure out some
> ways to
> > make it worth it for server administrators, and now we have a ton of
> > feedback to work with.
> >
> > Right now we're looking at ways that server administrators can both
> build a
> > community around their game server (by subscribing to matchmaking) as
> well
> > as service their group of "regulars" that play on their server.
> Hooking game
> > servers into Steam Community is going to be our first step, and we're
> > working on that now.
> >
> > There is a key difference between Left 4 Dead and games like Counter-
> Strike
> > and Team Fortress in terms of matchmaking that we wanted to solve,
> and
> > didn't think the server browser could accomplish. In CS and TF2, you
> can
> > have 2 or 3 players leave in the middle of a game, have their slots
> filled
> > by new people, and everyone else's experience doesn't completely
> suffer.
> > When a player or two leaves Left 4 Dead the game suffers quite a bit,
> and we
> > were worried that the server browser model wasn't the right one for
> this
> > game. In hindsight, there are a number of cases where the server
> browser
> > does a better job than the new matchmaking system does, so it is
> highly
> > likely that we'll be adding it back in soon. It isn't trivially easy
> to turn
> > back on, but there is overlap between it and the Steam Community work
> we'd
> > like to do.
> >
> > Right now we're working toward getting that release out within a week
> or
> > so.
> >
> > There are a number of Valve employees reading all of the posts on
> this
> > list, and while we can't reply to every question that comes across,
> the
> > discussions here are ones we reference commonly when talking about
> what to
> > do next internally.
> >
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> >
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